Progress Update 5

Art direction
Ive been playing around with the terrain shaders. I imagined the game having some form of pixel art, but still being a fully 3D world. Up until this point I’ve just been running generic default shaders with a sprite map from ripped from Minecraft. When I get round to creating the art assets for trees, players etc then I will settle on a more concrete style, but thats later in development.


Test scene with new shaders




Rendered with 5 colours as opposed to 10 in the others

Below are 2 screenshots where I have rendered the scene at half resolution and then scaled it back to full res after. The effect is that a single pixel is now double size. Pretty cool, gives a neat low res look, but doesn’t really make the scene any more readable.



Terrain Level Of Detail
I want the player to be able to zoom out of the world at get a look at the whole landscape. It’s  important to the gameplay that the player be aware of the goings on in the surrounding area. Say, if an army is approaching or a village is being raided nearby. At the furthest out zoom level entities within the world will be represented as icons.


Here you can see some billboarded saplings.


The visible seams between LOD levels needs to fixed with a transition.


The lowest LOD only uses the grass tile at the moment, that’s why beaches cant be seen.


– Added button to switch to dev camera from within game
– Added an simple ocean shader with faux waves
– Progress made on billboarded grass and trees
– Wrote shaders for different terrain LOD’s


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